st. D: Use this inverted roundhouse kick is great to use as anti-air against hops and close ranged jumps. It's not cancel-able though.

Close

cl. A: This quick elbow attack is special cancel-able & chains from her other standing & crouching light normals.

cl. B: These two side kicks hits the opponent twice; the first hit is low, and the other hit is a mid. Easy to hit confirm into, special cancel-able & chains easily from cr. B, and cr. A.

cl. C: A VERY fast special cancel-able uppercut slash that can be used as a quick close ranged punish & can hit opponents attempting to jump over you. Negative frames on block but has a good amount of push-back.

cl. D: Mature throws out a pair of roundhouse kicks that are special cancel-able. Has more damage than cl. C, but not as fast.

Crouching

cr. A: This is a crouching version of her st. A. Great to use as a close ranged poke, special cancel-able & can chain easily into itself, and crouching B.

cr. B: This crouching light kick isn't special cancel-able but can chain easily into itself & her other standing & crouching light normals that are special cancel-able.

cr. C: This special cancel-able slashing uppercut has a crazy amount of range and speed which makes it a great anti-air.

cr. D: This sweep has a good amount of range & is special cancel-able on hit or if whiffed.

Jumping

j. A: This jumping jab has a downward angle that makes it great to use as a jump-in attack.

j. B: This jumping sidekick pokes out horizontally. Great to use as an air-to-air attack. Susceptible to low profile crouching anti-airs from the opponent if timed improperly & if used too often on grounded opponents.

j. C: Best used as a jump-in attack but doesn't have a very low aim in it's horizontal range.

j. D: This kick is similar to jump B, but has a higher angle that points diagonally upward slightly. Best used as an ground-to-air attack. Whiffs on crouching opponents.

Blowback

st. CD: Mature whips out a slow roundhouse kick that wall bounces on hit. Can be whiff cancelled into her special moves.

j. CD: This jumping kick points at a sharp downward angle. Good to use as an air-to-ground attack.

Throws

Death Blow - (b/f+C) close

Mature grabs the opponent by the hair, wags her finger, then slashes their face. The opponent lands 1/2 screen distance away from Mature.

Can be broken

Soft knockdown

Backlash - (b/f+D) close

Mature grabs the opponent by the back of their neck, then throws them face-down to the ground. The opponent lands 1/2 screen distance away from Mature.

Can be broken

Hard knockdown

Command Moves

NONE

Special Moves

Despair - (dp + A/C)

Mature flips slowly in the air towards the opponent.

Light punch version travels at a half-screen distance, with a super jump vertical height.

Heavy punch version travels at a 3/4ths screen distance with a hyper hop vertical height. More susceptible to anti-airs, or can be evaded by rolls by the opponent.

Despair (Attack) - (A/C)

Mature performs a slash during any point of the Despair animation

When released from dp+A or dp+C, it can be neutral on block if it hits the opponent very late

Soft knockdown

EX: Fast start-up, limited invincibility & safe on block depending on the spacing (can be punished up close by 1F command throws like Clark's hcf+D).

Deathrow - (qcb+A/C)

This is the start of her rekka chain. She performs a 3 hit slashing uppercut that is super cancel-able on the last hit.

If blocked, Mature is pushed away from the opponent, which makes it VERY hard to punish.

No difference between the light and heavy punch version

Deathrow [Follow Up 1] - (qcb+A/C)

This is a 3 hit horizontal slash that is super cancel-able on the last hit

More negative frames on block with more push-back from the opponent.

Deathrow [Follow Up 3] - (qcb+A/C)

This is the final part of her rekka chain that is super cancel-able from any of the 3 hits.

Pushes Mature forward a bit at the end of the animation. Can be punished by the opponent by any move that can reach Mature during recovery.

Soft knockdown

EX: Each slash can be inputted individually, up to 5 slashes. More damaging than the normal version. Unsafe on block.

Metal Massacre - (qcb+K)

Mature will run towards her opponent & perform a turning slash motion towards the opponent mid-section.

The light kick (B) version will cause Mature to perform a extremely short dash into her slash motion. Slightly negative on block.

The heavy punch (D) version will cause Mature to dash a much longer distance & then perform the slash attack when she gets close to the opponent. Hits 3 times. Neutral frames on block.

Super cancel-able

EX: Fast start-up, not invincible, hits low, safe on block.

Ebony Tears - (qcf~hcb+A/C)

Mature will reel backwards little & then swipe her hands downwards to create a rather large projectile that travels forward.

The light punch (A) version travels slow enough for Mature to walk behind and follow

The heavy punch (C) version travels faster than the light punch version. Mature is able to move when the projectile travels over a 3/4ths screen distance.

EX: The projectile travels at a moderate speed, hitting the opponent 3 times for a soft knockdown. If blocked, the projectile will still make contact with the opponent for 3 hits. Mature can immediately move after the projectile is released.

Super Special Moves

Heaven's Gate - (qcb~hcf+B/D)

Mature will taunt the opponent before performing a quick dash forward. When Mature connects with the opponent during the dash, she will grab the opponent with one arm, take them towards the wall & violently slam them into it.

Has a fair amount of invincibility during the start

Hard knockdown

Max: Has more invincibility than the normal version, and more damaging.

Nocturnal Rites - (qcf, qcf+A/C)

Mature will perform five painful swipes while traveling forward. Less damaging than Heaven's Gate.

No invincibility

Hard knockdown

Max: More damaging, causes 10 hits

Climax Super Special Moves

Iron Maiden - (qcb~hcf+A+C)

Mature slashes quickly at a 3/4ths screen distance horizontally towards the opponent to slash the opponent repeatedly with her lipstick.

Has a good amount of start-up invincibility

VERY unsafe if blocked

Hard knockdown

Combos

(qcb+A/C)x3 combos into any super has to be super canceled before the last hit (9th hit). The last hit of the third qcb+A/C pops opponents up. The difference between canceling on hit 7 or 8 is 10 dmg.

qcb+ACx5 combos require you delay the start of the special so that the fifth hit of the special won't whiff. If it hits, you can follow up with qcb+B.

qcb+B after qcb+BD needs to be delayed slightly so the qcb+B will hit. Otherwise, it will whiff.

Outside of the corner, qcb+BD side switches.

Qcb+D, cr.A is a 4-frame link. If qcb+D hits, you can combo into cr.A into special.

You CAN advance cancel her supers from anywhere. The most optimal is qcb~hcf+B/D, qcfx2+AC